In April 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a one percent year-over-year increase. Generally speaking, the video game industry has its most important months in November and December, as video game software and hardware make very popular Christmas gifts. In December 2024, total U.S. video game sales surpassed **** billion U.S. dollars. Birth of the video game industry Although the largest regional market in terms of sales, as well as number of gamers, is Asia Pacific, the United States is also an important player within the global video games industry. In fact, many consider the United States as the birthplace of gaming as we know it today, fueled by the arcade game fever in the ’60s and the introduction of the first personal computers and home gaming consoles in the ‘70s. Furthermore, the children of those eras are the game developers and game players of today, the ones who have driven the movement for better software solutions, better graphics, better sound and more advanced interaction not only for video games, but also for computers and communication technologies of today. An ever-changing market However, the video game industry in the United States is not only growing, it is also changing in many ways. Due to increased internet accessibility and development of technologies, more and more players are switching from single-player console or PC video games towards multiplayer games, as well as social networking games and last, but not least, mobile games, which are gaining tremendous popularity around the world. This can be evidenced in the fact that mobile games accounted for ** percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.
A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.
Definition: The percentage of students who play video/computer games and use the internet for a specified number of hours per day on an average school day
Data Source: Student Health Survey, Office of Student Support Services, New Jersey Department of Education
History: MAR 2017 - Chart and table titles corrected to read as "More Than 3 Hours Per Day." They were erroneously labeled previously as "2 or Less Hours Per Day." - All 2010-2014 data were updated for total population and all racial/ethnic groups - 2020 targets modified to reflect a 10% improvement over the 2010 baseline for total population and all racial/ethnic groups
A global consumer survey conducted in March 2024 found that 18 percent of respondents were more likely to buy a video game if it was advertised as a collector or limited edition. However, 45 percent of respondents stated that they were not interested in limited edition releases.
League of Legends Professional Game season 12 statistics from Gol.gg. The website data would have semi-colon [;] breaks so I recommend using some find-and-replace tool to replace everything with commas [,].
There aren't any percentages so if you would like to convert picks and bans into percentages you would need to calculate the total games from: (Picks + Bans)/Presence Then you can divide the picks and bans by the total games to get the values in percentages for easier analysis.
Attribution-NonCommercial-ShareAlike 4.0 (CC BY-NC-SA 4.0)https://creativecommons.org/licenses/by-nc-sa/4.0/
License information was derived automatically
I've been recently exploring Microsoft Azure and have been playing this game for the past 4 or so years. I am also a software developer by profession. I did a simple pipeline that gets data from the official Clash Royale API using (Python) Jupyter Notebooks and Azure VMs. I tried searching for public Clash Royale datasets, but the ones I saw don't quite have that much data from my perspective, so I decided to create one for the whole community.
I started pulling in the data at the beginning of the month of December until season 18 ended. This covers the season reset last December 07, and the latest balance changes last December 09. This dataset also contains ladder data for the new Legendary card Mother Witch.
The amount of data that I have, with the latest dataset, has ballooned to around 37.9 M distinct/ unique ladder matches that were (pseudo) randomly being pulled from a pool of 300k+ clans. If you think that this is A LOT, this could only be a percent of a percent (even lower) of the real amount of ladder battle data. It still may not reflect the whole population, also, the majority of my data are matches between players of 4000 trophies or more.
I don't see any reason for me not to share this to the public as the data is now considerably large that working on it and producing insights will take more than just a few hours of "hobby" time to do.
Feel free to use it on your own research and analysis, but don't forget to credit me.
Also, please don't monetize this dataset.
Stay safe. Stay healthy.
Happy holidays!
Card Ids Master List is in the discussion, I also created a simple notebook to load the data and made a sample n=20 rows, so you can get an idea on what the fields are.
With this data, the following can possibly be answered 1. Which cards are the strongest? The weakest? 2. Which win-con is the most winning? 3. Which cards are always with a specific win-con? 4. When 2 opposing players are using maxed decks, which win-con is the most winning? 5. Most widely used cards? Win-Cons? 6. What are the different metas in different arenas and trophy ranges? 7. Is ladder matchmaking algorithm rigged? (MOST CONTROVERSIAL)
(and many more)
I have 2 VMs running a total of 14 processes, and for each of these processes, I've divided a pool of 300k+ clans into the same number of groups. This went on 24/7, non-stop for the whole season. Each process will then randomize the list of clans it is assigned to and will iterate through each clan, and get that clan's members' ladder data. It is important to note that I also have a pool of 470 hand-picked clans that I always get data from, as these clans were the starting point that eventually enabled me to get the 300k+ clans. There are clans who have minimal ladder data, there are some clans who have A LOT.
To prevent out of memory exceptions, as my VMs are not really that powerful (I'm using Azure free credits), I've put on a time and limit of battles extracted per member.
My account: https://royaleapi.com/player/89L2CLRP My clan: https://royaleapi.com/clan/J898GQ
Thank you to SUPERCELL for creating this FREEMIUM game that has tested countless people's patience, as well as the durability of countless mobile devices after being smashed against a wall, and thrown on the floor.
Thank you to Microsoft for Azure and free monthly credits
Thank you to Python and Jupyter notebooks.
Thank you Kaggle for hosting this dataset.
Open Government Licence - Canada 2.0https://open.canada.ca/en/open-government-licence-canada
License information was derived automatically
This table contains 336 series, with data for years 1997 - 2009 (not all combinations necessarily have data for all years). This table contains data described by the following dimensions (Not all combinations are available): Geography (14 items: Canada; Newfoundland and Labrador; Prince Edward Island; Nova Scotia; ...); Household spending, games of chance (6 items: Games of chance (net of winnings); Government-run lotteries; Casinos, slot machines, and video lottery terminals; Bingos; ...); Statistics (4 items: Average expenditure; Percent of households reporting; Estimated number of households reporting; Median expenditure per household reporting).
Ratio: The number of students among all student survey respondents who watch television for more than 3 hours per day on an average school day.
Definition: The percentage of students who watch television or play video/computer games and use the internet for a specified number of hours per day on an average school day.
Data Sources:
1) New Jersey Student Health Survey, Office of Student Support Services, Division of Student Services and Career Readiness, New Jersey Department of Education
2) High School Youth Risk Behavior Survey Data, Centers for Disease Control and Prevention, http://nccd.cdc.gov/youthonline/
History: MAR 2017: Chart and table titles corrected to read as "More Than 3 Hours Per Day." They were erroneously labeled previously as "2 or Less Hours Per Day."
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In April 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a one percent year-over-year increase. Generally speaking, the video game industry has its most important months in November and December, as video game software and hardware make very popular Christmas gifts. In December 2024, total U.S. video game sales surpassed **** billion U.S. dollars. Birth of the video game industry Although the largest regional market in terms of sales, as well as number of gamers, is Asia Pacific, the United States is also an important player within the global video games industry. In fact, many consider the United States as the birthplace of gaming as we know it today, fueled by the arcade game fever in the ’60s and the introduction of the first personal computers and home gaming consoles in the ‘70s. Furthermore, the children of those eras are the game developers and game players of today, the ones who have driven the movement for better software solutions, better graphics, better sound and more advanced interaction not only for video games, but also for computers and communication technologies of today. An ever-changing market However, the video game industry in the United States is not only growing, it is also changing in many ways. Due to increased internet accessibility and development of technologies, more and more players are switching from single-player console or PC video games towards multiplayer games, as well as social networking games and last, but not least, mobile games, which are gaining tremendous popularity around the world. This can be evidenced in the fact that mobile games accounted for ** percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.